Files
Delta-v/Content.Server/Projectiles/ProjectileSystem.cs
T
9146c59ecf feat: Fancy Screenshake from Ephemeral Space (#5503)
* cherry-pick: Screenshake (EphemeralSpace/ephemeral-space#627)

* commit your shit at some point maybe

* y

* who knows

* rename?

* debugging  + shit api

* i hope no one fucks my ass

* erm

* p

* replace with shit that makes way more sense

* stuff

* pretty sure this is just fine

* actual fix noise shit

* uhhh hmaybe if i feel like it wrong then later

* explosion shake

* grav shake

* gun shake

* idk

* projectile melee

Co-authored-by: DisposableCrewmember42 <disposablecrewmember42@proton.me>

* tweak: tune recoil on weapons

* docs: add _ES license info to LEGAL.md

* fix: screenshake on spawn fix from ss14Starlight/space-station-14#3664

Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>

* feat: add client cvar to disable screenshake

* feat: add screenshake toggle to accessibility settings

* fix: upmerge compatibility

* docs: properly document cvar

* docs: add missing import comments

---------

Co-authored-by: mirrorcult <mirrorcult@pm.me>
Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>
2026-05-15 23:32:40 +02:00

151 lines
6.1 KiB
C#

using Content.Server._DV.Projectiles.Events; // DeltaV - Addition of the NT-3
using Content.Server.Administration.Logs;
using Content.Server.Destructible;
using Content.Server.Effects;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared._ES.Camera; // ES - Screenshake
using Content.Shared.Camera;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Projectiles;
using Robust.Shared.Physics.Events;
using Robust.Shared.Player;
namespace Content.Server.Projectiles;
public sealed class ProjectileSystem : SharedProjectileSystem
{
// ES START
[Dependency] private readonly SharedESScreenshakeSystem _shake = default!;
// ES END
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly ColorFlashEffectSystem _color = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly DestructibleSystem _destructibleSystem = default!;
[Dependency] private readonly GunSystem _guns = default!;
[Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ProjectileComponent, StartCollideEvent>(OnStartCollide);
}
private void OnStartCollide(EntityUid uid, ProjectileComponent component, ref StartCollideEvent args)
{
// This is so entities that shouldn't get a collision are ignored.
if (args.OurFixtureId != ProjectileFixture || !args.OtherFixture.Hard
|| component.ProjectileSpent || component is { Weapon: null, OnlyCollideWhenShot: true })
return;
var target = args.OtherEntity;
// it's here so this check is only done once before possible hit
var attemptEv = new ProjectileReflectAttemptEvent(uid, component, false);
RaiseLocalEvent(target, ref attemptEv);
if (attemptEv.Cancelled)
{
SetShooter(uid, component, target);
return;
}
var ev = new ProjectileHitEvent(component.Damage * _damageableSystem.UniversalProjectileDamageModifier, target, component.Shooter);
RaiseLocalEvent(uid, ref ev);
var otherName = ToPrettyString(target);
var damageRequired = _destructibleSystem.DestroyedAt(target);
if (TryComp<DamageableComponent>(target, out var damageableComponent))
{
damageRequired -= damageableComponent.TotalDamage;
damageRequired = FixedPoint2.Max(damageRequired, FixedPoint2.Zero);
}
var deleted = Deleted(target);
if (_damageableSystem.TryChangeDamage((target, damageableComponent), ev.Damage, out var damage, component.IgnoreResistances, origin: component.Shooter) && Exists(component.Shooter))
{
if (!deleted)
{
_color.RaiseEffect(Color.Red, new List<EntityUid> { target }, Filter.Pvs(target, entityManager: EntityManager));
}
_adminLogger.Add(LogType.BulletHit,
LogImpact.Medium,
$"Projectile {ToPrettyString(uid):projectile} shot by {ToPrettyString(component.Shooter!.Value):user} hit {otherName:target} and dealt {damage:damage} damage");
component.ProjectileSpent = !TryPenetrate((uid, component), damage, damageRequired, target); // DeltaV - Addition of the NT-3
}
else
{
component.ProjectileSpent = true;
}
if (!deleted)
{
_guns.PlayImpactSound(target, damage, component.SoundHit, component.ForceSound);
// ES START
// shake + lower recoil
var otherShakeTranslation = new ESScreenshakeParameters() { Trauma = 0.45f, DecayRate = 1.1f, Frequency = 0.04f };
if (!args.OurBody.LinearVelocity.IsLengthZero())
_sharedCameraRecoil.KickCamera(target, args.OurBody.LinearVelocity.Normalized() * 0.08f);
_shake.Screenshake(target, otherShakeTranslation, null);
// ES END
}
if (component.DeleteOnCollide && component.ProjectileSpent)
QueueDel(uid);
if (component.ImpactEffect != null && TryComp(uid, out TransformComponent? xform))
{
RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, GetNetCoordinates(xform.Coordinates)), Filter.Pvs(xform.Coordinates, entityMan: EntityManager));
}
}
private bool TryPenetrate(Entity<ProjectileComponent> projectile, DamageSpecifier damage, FixedPoint2 damageRequired, EntityUid target) // DeltaV - Addition of the NT-3
{
// If penetration is to be considered, we need to do some checks to see if the projectile should stop.
if (projectile.Comp.PenetrationThreshold == 0)
return false;
// If a damage type is required, stop the bullet if the hit entity doesn't have that type.
if (projectile.Comp.PenetrationDamageTypeRequirement != null)
{
foreach (var requiredDamageType in projectile.Comp.PenetrationDamageTypeRequirement)
{
if (damage.DamageDict.Keys.Contains(requiredDamageType))
continue;
return false;
}
}
var pierceEv = new ProjectilePierceEvent(target, damageRequired); // DeltaV - Addition of the NT-3
RaiseLocalEvent(projectile, ref pierceEv);
// If the object won't be destroyed, it "tanks" the penetration hit.
if (damage.GetTotal() < damageRequired)
{
return false;
}
if (!projectile.Comp.ProjectileSpent)
{
projectile.Comp.PenetrationAmount += damageRequired;
// The projectile has dealt enough damage to be spent.
if (projectile.Comp.PenetrationAmount >= projectile.Comp.PenetrationThreshold)
{
return false;
}
if (projectile.Comp.ProjectileSpent && pierceEv.Pierced) // DeltaV - Addition of the NT-3
{
return true;
}
}
return true;
}
}